<!doctype html>
<html lang="en">
	<head>
		<title>three.js canvas - materials</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				font-family: Monospace;
				background-color: #202020;
				margin: 0px;
				overflow: hidden;
			}
		</style>
	</head>
	<body>

		<script src="../build/Three.js"></script>

		<script src="js/Stats.js"></script>

		<script>

			var container, stats;

			var camera, scene, renderer, objects;
			var particleLight, pointLight;

			init();
			animate();

			function init() {

				container = document.createElement('div');
				document.body.appendChild(container);

				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
				camera.position.set( 0, 200, 800 );

				scene = new THREE.Scene();

				scene.add( camera );

				// Grid

				var geometry = new THREE.Geometry();
				geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( - 500, 0, 0 ) ) );
				geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( 500, 0, 0 ) ) );

				var material = new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 0.2 } );

				for ( var i = 0; i <= 10; i ++ ) {

					var line = new THREE.Line( geometry, material );
					line.position.y = - 120;
					line.position.z = ( i * 100 ) - 500;
					scene.add( line );

					var line = new THREE.Line( geometry, material );
					line.position.x = ( i * 100 ) - 500;
					line.position.y = - 120;
					line.rotation.y = 90 * Math.PI / 180;
					scene.add( line );

				}

				// Spheres

				var geometry = new THREE.SphereGeometry( 100, 14, 7, false );

				var materials = [

					{ material: new THREE.MeshBasicMaterial( { color: 0x00ffff, wireframe: true } ), doubleSided: true },
					{ material: new THREE.MeshBasicMaterial( { color: 0xff0000, blending: THREE.AdditiveBlending } ), doubleSided: true },
					{ material: new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, overdraw: true } ), doubleSided: false },
					{ material: new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.SmoothShading, overdraw: true } ), doubleSided: false },
					{ material: new THREE.MeshDepthMaterial( { overdraw: true } ), doubleSided: false },
					{ material: new THREE.MeshNormalMaterial( { overdraw: true } ), doubleSided: false },
					{ material: new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/land_ocean_ice_cloud_2048.jpg' ) } ), doubleSided: false },
					{ material: new THREE.MeshLambertMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/land_ocean_ice_cloud_2048.jpg' ) } ), doubleSided: false },
					{ material: new THREE.MeshBasicMaterial( { envMap: THREE.ImageUtils.loadTexture( 'textures/envmap.png', new THREE.SphericalReflectionMapping() ) } ), doubleSided: false }

				];

				for ( var i = 0, l = geometry.faces.length; i < l; i ++ ) {

					var face = geometry.faces[ i ];
					if ( Math.random() > 0.7 ) face.material = [ materials[ Math.floor( Math.random() * materials.length )  ].material ];

				}

				materials.push( { material: new THREE.MeshFaceMaterial(), overdraw: false, doubleSided: true } );

				objects = [];

				for ( var i = 0, l = materials.length; i < l; i ++ ) {

					var sphere = new THREE.Mesh( geometry, materials[ i ].material );
					sphere.doubleSided = materials[ i ].doubleSided;

					sphere.position.x = ( i % 5 ) * 200 - 400;
					sphere.position.z = Math.floor( i / 5 ) * 200 - 200;

					sphere.rotation.x = Math.random() * 200 - 100;
					sphere.rotation.y = Math.random() * 200 - 100;
					sphere.rotation.z = Math.random() * 200 - 100;

					objects.push( sphere );

					scene.add( sphere );

				}

				var PI2 = Math.PI * 2;
				var program = function ( context ) {

					context.beginPath();
					context.arc( 0, 0, 1, 0, PI2, true );
					context.closePath();
					context.fill();

				}

				particleLight = new THREE.Particle( new THREE.ParticleCanvasMaterial( { color: 0xffffff, program: program } ) );
				particleLight.scale.x = particleLight.scale.y = particleLight.scale.z = 4;
				scene.add( particleLight );

				// Lights

				scene.add( new THREE.AmbientLight( Math.random() * 0x202020 ) );

				var directionalLight = new THREE.DirectionalLight( Math.random() * 0xffffff );
				directionalLight.position.x = Math.random() - 0.5;
				directionalLight.position.y = Math.random() - 0.5;
				directionalLight.position.z = Math.random() - 0.5;
				directionalLight.position.normalize();
				scene.add( directionalLight );

				pointLight = new THREE.PointLight( 0xffffff, 1 );
				scene.add( pointLight );

				renderer = new THREE.CanvasRenderer();
				// renderer = new THREE.WebGLRenderer();
				renderer.setSize( window.innerWidth, window.innerHeight );

				container.appendChild( renderer.domElement );

				var debugCanvas = document.createElement( 'canvas' );
				debugCanvas.width = 512;
				debugCanvas.height = 512;
				debugCanvas.style.position = 'absolute';
				debugCanvas.style.top = '0px';
				debugCanvas.style.left = '0px';

				container.appendChild( debugCanvas );

				debugContext = debugCanvas.getContext( '2d' );
				debugContext.setTransform( 1, 0, 0, 1, 256, 256 );
				debugContext.strokeStyle = '#000000';

				stats = new Stats();
				stats.domElement.style.position = 'absolute';
				stats.domElement.style.top = '0px';
				container.appendChild(stats.domElement);

			}

			function loadImage( path ) {

				var image = document.createElement( 'img' );
				var texture = new THREE.Texture( image, THREE.UVMapping )

				image.onload = function () { texture.needsUpdate = true; };
				image.src = path;

				return texture;

			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {

				var timer = new Date().getTime() * 0.0001;

				camera.position.x = Math.cos( timer ) * 1000;
				camera.position.z = Math.sin( timer ) * 1000;
				camera.lookAt( scene.position );

				for ( var i = 0, l = objects.length; i < l; i++ ) {

					var object = objects[ i ];

					object.rotation.x += 0.01;
					object.rotation.y += 0.005;

				}

				particleLight.position.x = Math.sin( timer * 7 ) * 300;
				particleLight.position.y = Math.cos( timer * 5 ) * 400;
				particleLight.position.z = Math.cos( timer * 3 ) * 300;

				pointLight.position.x = particleLight.position.x;
				pointLight.position.y = particleLight.position.y;
				pointLight.position.z = particleLight.position.z;

				renderer.render( scene, camera );

			}

		</script>

	</body>
</html>
